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1411125 Posts in 69302 Topics- by 58375 Members - Latest Member: Essential34Games

March 13, 2024, 10:40:58 AM

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41  Jobs / Offering Paid Work / Re: Indie Survival Game Project is looking for team members! [Profit Share] on: February 14, 2017, 11:13:30 AM
This goes in collaboration part of the forum.
42  Community / DevLogs / Re: Bounty Road - Auto Gang RPG! on: February 12, 2017, 11:01:40 AM
I love the mad maxx vibe! It might be cool to have the terrain have more hills and valleys so you can get some air when you go over a bump. Could be cool. Regardless, NICE WORK!
43  Community / DevLogs / Re: Into the Vale on: February 12, 2017, 08:53:05 AM
Love the art!
44  Community / DevLogs / Re: ISO TACTICS [Isometric Advance Wars + Transportation Tycoon] on: February 09, 2017, 08:43:56 PM
The art is very classy! Good work!
45  Developer / Business / Sound Design: question about rates on: February 06, 2017, 10:12:34 PM
I've never done any sound design work for a game.But today, while I was pitching my music for a game, the Dev said all he needed was sound design. So I thought...F it, I'll give it a try. He was looking for footsteps for a Metroid game he was making. I made them, just to see if I could. Of course when I asked what his budget was for making sounds if he liked my work he said $0.

This interaction left me with some questions. If he had thrown out a number, I would have had zero idea what was decent or lame for a sound design budget. Any sound designers out there that have some experience they can weigh in with?

Do you charge per asset created? how much?

Like for these footsteps I made him, how much does one expect to get $ wise?

https://soundcloud.com/stevenharriton/running-in-metal-suit

I recorded footsteps and mixed in clanking sounds and slightly distorted them to make them feel a little more retro. Any feedback on what I did would be really helpful since I have zero experience making these types of sounds for games. Thanks in advance TIG people!
46  Developer / Audio / Sound design costs on: February 06, 2017, 10:06:32 PM
I've never done any sound design work for a game.But today, while I was pitching my music for a game, the Dev said all he needed was sound design. So I thought...F it, I'll give it a try. He was looking for footsteps for a Metroid game he was making. I made them, just to see if I could. Of course when I asked what his budget was for making sounds if he liked my work he said $0.

This interaction left me with some questions. If he had thrown out a number, I would have had zero idea what was decent or lame for a sound design budget. Any sound designers out there that have some experience they can weigh in with?

Do you charge per asset created? how much?

Like for these footsteps I made him, how much does one expect to get $ wise?

https://soundcloud.com/stevenharriton/running-in-metal-suit

I recorded footsteps and mixed in clanking sounds and slightly distorted them to make them feel a little more retro. Any feedback on what I did would be really helpful since I have zero experience making these types of sounds for games. Thanks in advance TIG people!

47  Developer / Audio / Re: TIGSource Challenge L: Battle of the elements - pt1 - Staging the battleground! on: February 02, 2017, 08:23:30 PM
So do I win by default? That is completely underwhelming lol
48  Community / DevLogs / Re: Pursuit of Power 2 - RTS [Kickstarter launched 1/31/2017] on: February 02, 2017, 01:38:53 PM
Looks cool! Any updates?
49  Developer / Audio / Re: TIGSource Challenge L: Battle of the elements - pt1 - Staging the battleground! on: January 30, 2017, 07:32:08 PM
Did anyone else submit music? lol
50  Community / DevLogs / Re: Cerulean Moon (a jumpless platformer) on: January 23, 2017, 12:12:21 PM
Fun idea! Can't wait to see more updates.
51  Developer / Audio / Re: Is my music ok to start composing for games? on: January 20, 2017, 11:35:42 AM
Sure
52  Developer / Audio / Re: Is my music ok to start composing for games? on: January 20, 2017, 10:03:20 AM
These tracks are a great start. I love the legit classical guitar stuff. That shit is hard to play! Nicely done.

If I may offer some constructive criticism, I'd tell you, the master should be compressed and limited more to be competitive with todays standards. Check the levels on your electronic tracks.

https://soundcloud.com/stevenharriton/destructo?in=stevenharriton/sets/electronic

This is an example of what I'm trying to communicate. Watch the meters. You really want to have the track hitting -10 to -8 RMS. People equate louder with better. I wish they didn't, but they do. It's the reason why everyone over the past 10 years has started compressing more and more and more. Just my 2c.

Also, when you mix that cool nylon string guitar with your orchestra, if you use a utility reverb that you can put on all the tracks, it will help them feel like they belong together. The added verb makes them feel like they might be in the same room. Also, I'd meter the 1-2k range on your nylon string parts. A lot of times I limit those frequencies on guitar. Sometimes you can notch it out with EQ.

Keep up the good work Smiley Hope that was helpful
53  Developer / Audio / Re: Show us some of your music! on: January 20, 2017, 09:51:52 AM
Just finished this up for an indie shooter in development:

https://soundcloud.com/stevenharriton/stealthymissle

Finished this one for a kickstarter game called Rocket islnad. It's an educational kids game:

https://soundcloud.com/stevenharriton/joy-spring-full


You can see the game page here:
https://www.kickstarter.com/projects/educationthesedays/rocket-island-immersive-and-fun-3d-educational-vid
54  Developer / Audio / Re: TIGSource Challenge L: Battle of the elements - pt1 - Staging the battleground! on: January 17, 2017, 12:47:47 PM
I'm fine with whatever
55  Developer / Audio / Re: TIGSource Challenge L: Battle of the elements - pt1 - Staging the battleground! on: January 15, 2017, 11:50:13 AM
Was I the only one to submit?
56  Developer / Audio / Re: Music Development Timeline? on: January 09, 2017, 12:43:40 AM
Thanks! Smiley
57  Developer / Business / Rev Share Advice needed on: January 06, 2017, 11:31:10 AM
If I am working out a rev share deal for a game that will have my music in it, how do I do it so that I actually get to see some money? Show me the money!  Smiley

Is there a specific service people use to have the money divided and sent to the appropriate people every time the game sells, is downloaded, or is generating revenue based on advertising?

Any advice would be great thanks!
58  Developer / Audio / Re: Rev share advice on: January 06, 2017, 09:47:59 AM
okay, thanks!
59  Developer / Audio / Re: Rev share advice on: January 06, 2017, 08:53:28 AM
bump
60  Developer / Audio / Rev share advice on: January 05, 2017, 01:39:55 PM
If I am working out a rev share deal for a game that will have my music in it, how do I do it so that I actually get to see some money. Show me the money! Smiley

Is there a specific service people use to have the money divided and sent to the appropriate people every time the game sells, is downloaded, or is generating revenue based on advertising?
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